Game Localization Services
36 studios in this directory offer game localization. Below: what separates translation from localization, how to prepare a build so the work is possible at all, per-word market pricing, and why LQA is the part you cannot skip.
Localization is translation plus everything that makes translation work in a running game. Strings have to fit UI that was designed in English, dates and numbers have to follow local convention, plurals and gender have to resolve correctly in languages with more cases than English, and content has to clear whatever the target market treats as unacceptable. A translated string that overflows its button is a bug, not a translation.
The standard first tier is French, Italian, German, Spanish, usually written FIGS, often extended with Brazilian Portuguese, Latin American Spanish, Russian, Simplified Chinese, Japanese and Korean. Japanese, Korean and Chinese cost more and take longer, because they need different fonts, different line-breaking rules, and often a different text rendering path.
Prepare the build before you send anything out
Most localization problems are engineering problems that surface as language problems. Fix these before the first word is translated and you avoid the majority of the pain:
- No concatenated strings. "You found " + item + "!" is unlocalizable in half the target languages
- Every string externalized with a stable key, plus a context note and a screenshot reference for the translator
- UI that can grow. German and Russian commonly run 30 percent longer than English; plan for expansion rather than truncation
- Font coverage and line-breaking checked for CJK before you commit to those markets
- A pseudo-localization pass run first, which catches hardcoded strings and layout failures without a translator involved
- A glossary and style guide for names, terms and tone, locked before translation, since retrofitting terminology is expensive
How localization is priced
Translation is normally billed per source word. Typical market rates are $0.08 to $0.20 per source word, with the top of the range for Japanese, Korean and low-volume language pairs, and the bottom for high-volume European languages with translation memory in place. Localization QA is billed hourly, and multilingual voice recording is priced per line or per recorded hour, plus studio and direction costs.
Two things move the effective cost more than the headline rate. Translation memory reduces repeat cost across updates, so ask who owns the memory: if the vendor keeps it, switching vendors later means paying for the same strings again. And minimum charges matter for small updates, since a 200-word patch often bills as a minimum job rather than by the word.
LQA is not optional
Localization QA means a native speaker plays the game in the target language and checks strings in context. It catches text that overflows or truncates, lines that are grammatically fine but wrong for the situation, gendered forms that resolve incorrectly, and terminology that drifted between translators. Translation without LQA reliably ships visible errors, and store reviews in that language will say so.
Budget LQA as a separate line, staffed by different people from the translators. A translator reviewing their own work in context finds fewer problems than a fresh player does.
For a full cost breakdown by language and word volume, read the game localization cost guide. If you also need in-language voice recording, coordinate it with your audio vendor so naming conventions match across languages.
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36 studios in this directory cover Localization. The ranked list shows each one's engines, platforms, location and portfolio, and contacting them is free.
Localization outsourcing: common questions
How much does it cost to localize a game?
Translation is normally billed per source word, with typical market rates of $0.08 to $0.20. Japanese, Korean and low-volume language pairs sit at the top; high-volume European languages with translation memory sit at the bottom. Localization QA is billed hourly and voice recording per line or recorded hour, both quoted separately from translation.
What is localization QA and do I need it?
Localization QA means a native speaker plays the game in the target language and reviews every string in context. It catches overflow and truncation, lines that are grammatical but wrong for the situation, incorrect gendered forms, and terminology drift between translators. Skipping LQA reliably ships visible errors that show up in store reviews.
How should I prepare a game build for localization?
Externalize every string with a stable key, remove concatenated sentences, and attach context notes and screenshots for translators. Design UI that can expand by roughly 30 percent for German and Russian, verify font coverage and line breaking for CJK, and run a pseudo-localization pass to find hardcoded strings before any translation starts.
Which languages should a game localize into first?
The common first tier is French, Italian, German and Spanish, often extended with Brazilian Portuguese, Russian, Simplified Chinese, Japanese and Korean. CJK languages cost more and take longer because they need different fonts, line-breaking rules and often a separate text rendering path. Pick by where your wishlists and traffic already come from.
Who should own the translation memory?
You should. Translation memory reduces the cost of every future update by reusing previously translated segments. If the vendor keeps the memory, changing vendors later means paying again for strings you already bought. Ask for the memory and the glossary to be delivered to you as part of each milestone.
Where to go next
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